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Overview Feature Quest
Creator: TheOnlyOne Genre: Dungeon Romper Added: 27 Dec 2014 ZC Version: 2.10 Downloads: 1150 Rating[?]: Rating: 4.52/5 (26 ratings) Download Quest
(2.5 MB)
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Description
This is a quest that has taken me a little over seven years of on and off work to complete. Since it was started so long ago, this is a 2.10 quest. My goal with this quest was to show off the true capabilities of the 2.10 editor, using features and tricks I had seen only in the best quests, as well as numerous I came up with on my own. I never updated this to a 2.5 quest because I felt it would ruin the magic. No freeform combos, no custom enemies, no scripts; just some good old fashion creative design. (That being said, the quest has been tested to be fully playable in 2.5.)

In this quest you climb a large, 10 floor tower. Each floor is its own level, and each floor has its own gimmick. For example, on the first floor, there is uncrossable water and patches of sand. After finding a magic warp, the water freezes and becomes crossable, but the sand becomes impassable rocks. You must switch between these states in order to find your way to the next floor. The floors start off simple: Zelda 1 style dungeons with basic gimmicks, but as you climb, the floors start to become free-form, and the gimmicks become more and more complicated.

In fact, reaching the ninth floor of the tower is really only the half way point through the quest. The ninth floor is special in that it is a quest within a quest – it has its own overworld, cave systems, towns, citizens, and eight full main dungeons to complete, alongside a couple side dungeons and mini-games. There are numerous trade quests, a day/night system, custom fights, and the mysteries behind the tower begin to make themselves known. Expect many different areas and atmospheres, and lots of open exploration.

Of course, for those looking for a little something extra, there are a number of secret dungeons hidden throughout the tower. Not only do these dungeons net you extra heart containers, but finding and completing all the secret levels unlocks the true ending to the quest, and allows you to unravel the mysteries surrounding the tower.

On the whole, this quest is all about dungeon exploration and puzzle solving, and it puts many interesting twists on item uses and area themes. Expect 15-20 hours of gameplay, with a total of somewhere around 25 complete levels to explore.
Story
A young boy who lost his parents in a war years ago decides to go on an adventure. He travels to a fabled mysterious forest, and finds a large tower. Knowing this tower must be filled with tricks, traps, maybe monsters, and perhaps great treasures, he begins racing toward it. However, what he finds is more than he could have expected: powerful, menacing foes, mysterious helpful writings from a Wise Old Man, and prophecies of a certain death should he continue to climb to the top of the tower.

As he climbs the tower, he suddenly finds himself in a mysterious land which leads him to question his journey. Who are the people in this land, and how did they get here? What is the purpose of the tower, and how is it linked to this strange land? Who is the Wise Old Man, and what could possibly bring certain death in the tower? And most importantly, will he be able to return to the tower and make it To The Top?
Tips & Cheats
-The sword is on Floor 6. Don’t worry, you won’t need it until then (arrows are better anyway.)
-There is a magic shield on Floor 7. Try not to lose it.
-Maps have information about the locations of keys, warps, and special rooms. You'll have to figure out what the markings mean though.
-Each of the Lost Halls (secret dungeons) has two heart containers. The first hint to their locations is on Floor 7.
-Keep track of what you’ve found and what you’ve done of Floor 9; the quest doesn’t display much of it due to 2.1 limitations.
-Draw maps for the later floors. I’m serious about this. Drawing a map for at least Floor 10 will make your life much much easier.
Credits
The credits are at the end of the quest.